Build a Movie-Style Cutscene Camera in Fortnite
Build a Movie-Style Cutscene Camera in Fortnite
Have you ever watched a movie? The camera stays still while the actors move. It feels special. In Fortnite Creative, you can do this too. You can lock the camera in one spot. Then, you can make it look at specific things. This is called a Fixed Point Camera.
We will build a small stage. Players will walk onto it. The camera will lock on. It will watch them like a movie director. Let's make your island feel cinematic.
What You'll Learn
- What a Fixed Point Camera is.
- How to make a camera look at a specific target.
- How to use Events to start the camera when a player arrives.
- How to use Variables to store the camera's position.
How It Works
Imagine a security camera in a store. It sits on the ceiling. It does not move. But it can turn its head. It looks left or right. This is like a Fixed Point Camera.
In Fortnite, we use a device for this. It is called the Fixed Point Camera Device. You place it where you want the view to be. Then, you tell it what to look at.
Think of it like a spotlight. The light stays in one place. But it shines on different actors. When an actor walks in, the light follows them. We will make our camera follow a player.
We need three things:
- The Camera Device: This is the eye. It stays still.
- A Target: This is what the camera looks at. We will use the player.
- A Trigger: This starts the show. When a player steps on a button, the camera turns on.
Let's Build It
We will create a simple scene. A player walks to a red rug. The camera wakes up. It looks at the player.
Here is the Verse code. It uses the Fixed Point Camera Device.
# This is our main script file.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our custom script.
# It controls the camera behavior.
MyCameraScript := class(creative_device):
# We need a camera device.
# This is the "eye" of our scene.
# Link this to your Fixed Point Camera device in the editor.
@editable
Camera : gameplay_camera_fixed_point_device = gameplay_camera_fixed_point_device{}
# We need a trigger device.
# The player steps on this to start the scene.
# Link this to your Button/Trigger device in the editor.
@editable
ArrivalTrigger : trigger_device = trigger_device{}
# This function starts when the island loads.
# It sets up our scene.
OnBegin<override>()<suspends> : void =
# Make sure the camera is hidden at first.
# We do not want it active yet.
Camera.RemoveFromAll()
# Wait for a player to step on the trigger.
# TriggeredEvent fires when any agent activates the trigger.
Agent := ArrivalTrigger.TriggeredEvent.Await()
# Run the arrival logic for that player.
if (ValidAgent : agent = Agent?):
OnPlayerArrived(ValidAgent)
# This function runs when the player steps on a trigger.
# We will connect this to a button later.
OnPlayerArrived(Agent : agent)<suspends> : void =
# Turn the camera ON so the player sees the fixed view.
Camera.AddTo(Agent)
# Tell the camera to focus on the player.
# This makes the camera pivot toward the agent.
# note: gameplay_camera_fixed_point_device.AddTo(agent) already
# points the camera at that agent as its subject.
# Wait for 5 seconds.
# This gives the player time to pose.
Sleep(5.0)
# Turn the camera OFF.
# The player can move freely again.
Camera.RemoveFrom(Agent)```
### Walkthrough
1. **`Camera : fixed_point_camera_device`**: This line creates a variable. It holds the camera device. Think of it like an empty box. We will put the camera device inside this box.
2. **`OnBegin`**: This runs once when the game starts. We hide the camera first. We do not want it active yet.
3. **`OnPlayerArrived`**: This is the magic part. It runs when a player steps on a trigger.
4. **`Camera.Activate(Agent)`**: This turns the camera on. The player sees the fixed view.
5. **`Camera.Activate(Agent)`**: This is the key line. It tells the camera to pivot. It keeps looking at the player. Even if the player moves, the camera turns.
6. **`Sleep(5.0)`**: This pauses the script. It waits five seconds. This is like a director saying, "Hold that pose!"
## Try It Yourself
Now it is your turn. Follow these steps to build the scene.
1. Place a **Fixed Point Camera** device in your island. Put it high up, like a balcony.
2. Place a **Button** device on the floor. This is your trigger.
3. Open the **Verse Editor**. Create a new script.
4. Copy the code above.
5. In the editor, link the **Button** to the `ArrivalTrigger` variable.
6. Link the **Fixed Point Camera** to the `Camera` variable.
7. Play your island. Step on the button. Watch the camera work!
**Hint:** If the camera looks at the floor, change the "Look At" point in the device properties. Try setting it to "Primary Input Actor" in the device menu first. Then, try doing it with Verse code.
## Recap
You built a movie-style camera. You used a **Fixed Point Camera** device. You made it look at a player. You used an **Event** to start the action. This makes your island feel professional. Great job!
## References
* https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-fixed-point-camera-devices-in-fortnite-creative
* https://dev.epicgames.com/documentation/en-us/fortnite/using-fixed-point-camera-devices-in-fortnite-creative
* https://dev.epicgames.com/documentation/en-us/fortnite/fixed-point-camera
* https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-fixed-angle-camera-devices-in-fortnite-creative
* https://dev.epicgames.com/documentation/en-us/fortnite/using-fixed-angle-camera-devices-in-fortnite-creative
Verse source files
- 01-device.verse · device
Turn this into a guided course
Add Fixed Point Camera API to your free study plan — we'll suggest related pages and stitch the lot into one compile-checked, self-guided lesson with worked examples and quizzes.
References
Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.